mirror of
https://github.com/switchbrew/switch-examples.git
synced 2025-07-01 01:12:13 +02:00
Add a new sample to the opengl folder, to load 3D models
This commit is contained in:
parent
038845fd20
commit
500bb72334
213
graphics/opengl/PBR_Model_Loader/Makefile
Normal file
213
graphics/opengl/PBR_Model_Loader/Makefile
Normal file
@ -0,0 +1,213 @@
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#---------------------------------------------------------------------------------
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.SUFFIXES:
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#---------------------------------------------------------------------------------
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ifeq ($(strip $(DEVKITPRO)),)
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$(error "Please set DEVKITPRO in your environment. export DEVKITPRO=<path to>/devkitpro")
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endif
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TOPDIR ?= $(CURDIR)
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include $(DEVKITPRO)/libnx/switch_rules
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#---------------------------------------------------------------------------------
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# TARGET is the name of the output
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# BUILD is the directory where object files & intermediate files will be placed
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# SOURCES is a list of directories containing source code
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# DATA is a list of directories containing data files
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# INCLUDES is a list of directories containing header files
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# EXEFS_SRC is the optional input directory containing data copied into exefs, if anything this normally should only contain "main.npdm".
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# ROMFS is the directory containing data to be added to RomFS, relative to the Makefile (Optional)
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#
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# NO_ICON: if set to anything, do not use icon.
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# NO_NACP: if set to anything, no .nacp file is generated.
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# APP_TITLE is the name of the app stored in the .nacp file (Optional)
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# APP_AUTHOR is the author of the app stored in the .nacp file (Optional)
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# APP_VERSION is the version of the app stored in the .nacp file (Optional)
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# APP_TITLEID is the titleID of the app stored in the .nacp file (Optional)
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# ICON is the filename of the icon (.jpg), relative to the project folder.
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# If not set, it attempts to use one of the following (in this order):
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# - <Project name>.jpg
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# - icon.jpg
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# - <libnx folder>/default_icon.jpg
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#---------------------------------------------------------------------------------
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TARGET := $(notdir $(CURDIR))
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BUILD := build
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SOURCES := source
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DATA := data
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INCLUDES := include
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EXEFS_SRC := exefs_src
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ROMFS := romfs
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#---------------------------------------------------------------------------------
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# options for code generation
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#---------------------------------------------------------------------------------
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ARCH := -march=armv8-a -mtune=cortex-a57 -mtp=soft -fPIE
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CFLAGS := -g -Wall -O2 -ffunction-sections \
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$(ARCH) $(DEFINES)
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CFLAGS += $(INCLUDE) -D__SWITCH__
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# The following line works around an issue in newlib that produces a compilation
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# error in glm. It will be removed as soon as this issue is resolved.
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CFLAGS += -D_GLIBCXX_USE_C99_MATH_TR1 -D_LDBL_EQ_DBL
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CXXFLAGS := $(CFLAGS) -fno-rtti -fno-exceptions
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ASFLAGS := -g $(ARCH)
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LDFLAGS = -specs=$(DEVKITPRO)/libnx/switch.specs -g $(ARCH) -Wl,-Map,$(notdir $*.map)
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LIBS := -lglad -lEGL -lglapi -ldrm_nouveau -lnx -lm
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#---------------------------------------------------------------------------------
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# list of directories containing libraries, this must be the top level containing
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# include and lib
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#---------------------------------------------------------------------------------
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LIBDIRS := $(PORTLIBS) $(LIBNX)
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#---------------------------------------------------------------------------------
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# no real need to edit anything past this point unless you need to add additional
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# rules for different file extensions
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#---------------------------------------------------------------------------------
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ifneq ($(BUILD),$(notdir $(CURDIR)))
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#---------------------------------------------------------------------------------
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export OUTPUT := $(CURDIR)/$(TARGET)
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export TOPDIR := $(CURDIR)
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export VPATH := $(foreach dir,$(SOURCES),$(CURDIR)/$(dir)) \
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$(foreach dir,$(DATA),$(CURDIR)/$(dir))
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export DEPSDIR := $(CURDIR)/$(BUILD)
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CFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.c)))
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CPPFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.cpp)))
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SFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.s)))
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BINFILES := $(foreach dir,$(DATA),$(notdir $(wildcard $(dir)/*.*)))
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#---------------------------------------------------------------------------------
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# use CXX for linking C++ projects, CC for standard C
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#---------------------------------------------------------------------------------
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ifeq ($(strip $(CPPFILES)),)
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#---------------------------------------------------------------------------------
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export LD := $(CC)
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#---------------------------------------------------------------------------------
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else
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#---------------------------------------------------------------------------------
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export LD := $(CXX)
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#---------------------------------------------------------------------------------
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endif
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#---------------------------------------------------------------------------------
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export OFILES_BIN := $(addsuffix .o,$(BINFILES))
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export OFILES_SRC := $(CPPFILES:.cpp=.o) $(CFILES:.c=.o) $(SFILES:.s=.o)
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export OFILES := $(OFILES_BIN) $(OFILES_SRC)
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export HFILES_BIN := $(addsuffix .h,$(subst .,_,$(BINFILES)))
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export INCLUDE := $(foreach dir,$(INCLUDES),-I$(CURDIR)/$(dir)) \
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$(foreach dir,$(LIBDIRS),-I$(dir)/include) \
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-I$(CURDIR)/$(BUILD)
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export LIBPATHS := $(foreach dir,$(LIBDIRS),-L$(dir)/lib)
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export BUILD_EXEFS_SRC := $(TOPDIR)/$(EXEFS_SRC)
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ifeq ($(strip $(ICON)),)
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icons := $(wildcard *.jpg)
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ifneq (,$(findstring $(TARGET).jpg,$(icons)))
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export APP_ICON := $(TOPDIR)/$(TARGET).jpg
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else
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ifneq (,$(findstring icon.jpg,$(icons)))
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export APP_ICON := $(TOPDIR)/icon.jpg
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endif
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endif
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else
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export APP_ICON := $(TOPDIR)/$(ICON)
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endif
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ifeq ($(strip $(NO_ICON)),)
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export NROFLAGS += --icon=$(APP_ICON)
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endif
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ifeq ($(strip $(NO_NACP)),)
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export NROFLAGS += --nacp=$(CURDIR)/$(TARGET).nacp
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endif
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ifneq ($(APP_TITLEID),)
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export NACPFLAGS += --titleid=$(APP_TITLEID)
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endif
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ifneq ($(ROMFS),)
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export NROFLAGS += --romfsdir=$(CURDIR)/$(ROMFS)
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endif
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.PHONY: $(BUILD) clean all
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#---------------------------------------------------------------------------------
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all: $(BUILD)
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$(BUILD):
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@[ -d $@ ] || mkdir -p $@
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@$(MAKE) --no-print-directory -C $(BUILD) -f $(CURDIR)/Makefile
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/d/Games/2017_Switch/canary/yuzu-cmd.exe $(TARGET).nro
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#---------------------------------------------------------------------------------
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clean:
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@echo clean ...
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@rm -fr $(BUILD) $(TARGET).pfs0 $(TARGET).nso $(TARGET).nro $(TARGET).nacp $(TARGET).elf
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#---------------------------------------------------------------------------------
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else
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.PHONY: all
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DEPENDS := $(OFILES:.o=.d)
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#---------------------------------------------------------------------------------
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# main targets
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#---------------------------------------------------------------------------------
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all : $(OUTPUT).pfs0 $(OUTPUT).nro
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$(OUTPUT).pfs0 : $(OUTPUT).nso
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$(OUTPUT).nso : $(OUTPUT).elf
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ifeq ($(strip $(NO_NACP)),)
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$(OUTPUT).nro : $(OUTPUT).elf $(OUTPUT).nacp
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else
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$(OUTPUT).nro : $(OUTPUT).elf
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endif
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$(OUTPUT).elf : $(OFILES)
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$(OFILES_SRC) : $(HFILES_BIN)
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#---------------------------------------------------------------------------------
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# you need a rule like this for each extension you use as binary data
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#---------------------------------------------------------------------------------
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%.bin.o %_bin.h : %.bin
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#---------------------------------------------------------------------------------
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@echo $(notdir $<)
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@$(bin2o)
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#---------------------------------------------------------------------------------
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%.png.o %_png.h : %.png
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#---------------------------------------------------------------------------------
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@echo $(notdir $<)
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@$(bin2o)
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#---------------------------------------------------------------------------------
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%.3Dobj.o %_3Dobj.h : %.3Dobj
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#---------------------------------------------------------------------------------
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@echo $(notdir $<)
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@perl $(CURDIR)/../Obj2Bin.pl $(CURDIR)/../data/$(notdir $<) -o $(CURDIR)/$(basename $(notdir $<) )
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@$(CXX) $(CXXFLAGS) -c $(CURDIR)/$(basename $(notdir $<) ).3Dobj.cpp -o $(CURDIR)/$(basename $(notdir $<) ).3Dobj.o $(ERROR_FILTER)
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@rm -f $(CURDIR)/$(basename $(notdir $<) ).3Dobj.cpp
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@mv $(CURDIR)/$(basename $(notdir $<) ).3Dobj.h $(CURDIR)/$(basename $(notdir $<) )_3Dobj.h
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-include $(DEPENDS)
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#---------------------------------------------------------------------------------------
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endif
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#---------------------------------------------------------------------------------------
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BIN
graphics/opengl/PBR_Model_Loader/romfs/AmbOcc.png
Normal file
BIN
graphics/opengl/PBR_Model_Loader/romfs/AmbOcc.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 999 KiB |
BIN
graphics/opengl/PBR_Model_Loader/romfs/Diffuse.png
Normal file
BIN
graphics/opengl/PBR_Model_Loader/romfs/Diffuse.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 1.3 MiB |
BIN
graphics/opengl/PBR_Model_Loader/romfs/Normal.png
Normal file
BIN
graphics/opengl/PBR_Model_Loader/romfs/Normal.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 1.2 MiB |
BIN
graphics/opengl/PBR_Model_Loader/romfs/Rough.png
Normal file
BIN
graphics/opengl/PBR_Model_Loader/romfs/Rough.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 870 KiB |
BIN
graphics/opengl/PBR_Model_Loader/romfs/Specular.png
Normal file
BIN
graphics/opengl/PBR_Model_Loader/romfs/Specular.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 430 KiB |
50
graphics/opengl/PBR_Model_Loader/romfs/cube.3Dobj
Normal file
50
graphics/opengl/PBR_Model_Loader/romfs/cube.3Dobj
Normal file
@ -0,0 +1,50 @@
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# Blender v2.79 (sub 0) OBJ File: ''
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# www.blender.org
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o Cube
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v 0.330000 -0.330000 -0.330000
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v 0.330000 -0.330000 0.330000
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v -0.330000 -0.330000 0.330000
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v -0.330000 -0.330000 -0.330000
|
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v 0.330000 0.330000 -0.330000
|
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v 0.330000 0.330000 0.330000
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v -0.330000 0.330000 0.330000
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v -0.330000 0.330000 -0.330000
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vt 1.000000 0.000000
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vt 0.000000 1.000000
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vt 0.000000 0.000000
|
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vt 1.000000 0.000000
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vt 0.000000 1.000000
|
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vt 0.000000 0.000000
|
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vt 1.000000 0.000000
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vt 0.000000 1.000000
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vt 1.000000 0.000000
|
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vt 0.000000 1.000000
|
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vt 0.000000 0.000000
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||||
vt 0.000000 0.000000
|
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vt 1.000000 1.000000
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vt 1.000000 0.000000
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vt 0.000000 1.000000
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vt 1.000000 1.000000
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vt 1.000000 1.000000
|
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vt 1.000000 1.000000
|
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vt 1.000000 0.000000
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vt 1.000000 1.000000
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vn 0.0000 -1.0000 0.0000
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vn 0.0000 1.0000 0.0000
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vn 1.0000 -0.0000 0.0000
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vn -0.0000 -0.0000 1.0000
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vn -1.0000 -0.0000 -0.0000
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vn 0.0000 0.0000 -1.0000
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s off
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f 2/1/1 4/2/1 1/3/1
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f 8/4/2 6/5/2 5/6/2
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f 5/7/3 2/8/3 1/3/3
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f 6/9/4 3/10/4 2/11/4
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f 3/12/5 8/13/5 4/2/5
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f 1/14/6 8/15/6 5/6/6
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f 2/1/1 3/16/1 4/2/1
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f 8/4/2 7/17/2 6/5/2
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f 5/7/3 6/18/3 2/8/3
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f 6/9/4 7/17/4 3/10/4
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f 3/12/5 7/19/5 8/13/5
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f 1/14/6 4/20/6 8/15/6
|
84929
graphics/opengl/PBR_Model_Loader/romfs/gun.3Dobj
Normal file
84929
graphics/opengl/PBR_Model_Loader/romfs/gun.3Dobj
Normal file
File diff suppressed because it is too large
Load Diff
685
graphics/opengl/PBR_Model_Loader/source/main.cpp
Normal file
685
graphics/opengl/PBR_Model_Loader/source/main.cpp
Normal file
@ -0,0 +1,685 @@
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include <switch.h>
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#include <vector>
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#include <EGL/egl.h> // EGL library
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#include <EGL/eglext.h> // EGL extensions
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#include <glad/glad.h> // glad library (OpenGL loader)
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|
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// GLM headers
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#define GLM_FORCE_PURE
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#include <glm/vec3.hpp>
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#include <glm/vec4.hpp>
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#include <glm/mat4x4.hpp>
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#include <glm/gtc/type_ptr.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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|
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#include "stb_image.h"
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constexpr auto TAU = glm::two_pi<float>();
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//-----------------------------------------------------------------------------
|
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// nxlink support
|
||||
//-----------------------------------------------------------------------------
|
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|
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#ifndef ENABLE_NXLINK
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#define TRACE(fmt,...) ((void)0)
|
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#else
|
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#include <unistd.h>
|
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#define TRACE(fmt,...) printf("%s: " fmt "\n", __PRETTY_FUNCTION__, ## __VA_ARGS__)
|
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|
||||
static int s_nxlinkSock = -1;
|
||||
|
||||
static void initNxLink()
|
||||
{
|
||||
if (R_FAILED(socketInitializeDefault()))
|
||||
return;
|
||||
|
||||
s_nxlinkSock = nxlinkStdio();
|
||||
if (s_nxlinkSock >= 0)
|
||||
TRACE("printf output now goes to nxlink server");
|
||||
else
|
||||
socketExit();
|
||||
}
|
||||
|
||||
static void deinitNxLink()
|
||||
{
|
||||
if (s_nxlinkSock >= 0)
|
||||
{
|
||||
close(s_nxlinkSock);
|
||||
socketExit();
|
||||
s_nxlinkSock = -1;
|
||||
}
|
||||
}
|
||||
|
||||
extern "C" void userAppInit()
|
||||
{
|
||||
initNxLink();
|
||||
}
|
||||
|
||||
extern "C" void userAppExit()
|
||||
{
|
||||
deinitNxLink();
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// EGL initialization
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
static EGLDisplay s_display;
|
||||
static EGLContext s_context;
|
||||
static EGLSurface s_surface;
|
||||
|
||||
static bool initEgl(NWindow* win)
|
||||
{
|
||||
// Connect to the EGL default display
|
||||
s_display = eglGetDisplay(EGL_DEFAULT_DISPLAY);
|
||||
if (!s_display)
|
||||
{
|
||||
TRACE("Could not connect to display! error: %d", eglGetError());
|
||||
goto _fail0;
|
||||
}
|
||||
|
||||
// Initialize the EGL display connection
|
||||
eglInitialize(s_display, nullptr, nullptr);
|
||||
|
||||
// Select OpenGL (Core) as the desired graphics API
|
||||
if (eglBindAPI(EGL_OPENGL_API) == EGL_FALSE)
|
||||
{
|
||||
TRACE("Could not set API! error: %d", eglGetError());
|
||||
goto _fail1;
|
||||
}
|
||||
|
||||
// Get an appropriate EGL framebuffer configuration
|
||||
EGLConfig config;
|
||||
EGLint numConfigs;
|
||||
static const EGLint framebufferAttributeList[] =
|
||||
{
|
||||
EGL_RENDERABLE_TYPE, EGL_OPENGL_BIT,
|
||||
EGL_RED_SIZE, 8,
|
||||
EGL_GREEN_SIZE, 8,
|
||||
EGL_BLUE_SIZE, 8,
|
||||
EGL_ALPHA_SIZE, 8,
|
||||
EGL_DEPTH_SIZE, 24,
|
||||
EGL_STENCIL_SIZE, 8,
|
||||
EGL_NONE
|
||||
};
|
||||
eglChooseConfig(s_display, framebufferAttributeList, &config, 1, &numConfigs);
|
||||
if (numConfigs == 0)
|
||||
{
|
||||
TRACE("No config found! error: %d", eglGetError());
|
||||
goto _fail1;
|
||||
}
|
||||
|
||||
// Create an EGL window surface
|
||||
s_surface = eglCreateWindowSurface(s_display, config, win, nullptr);
|
||||
if (!s_surface)
|
||||
{
|
||||
TRACE("Surface creation failed! error: %d", eglGetError());
|
||||
goto _fail1;
|
||||
}
|
||||
|
||||
// Create an EGL rendering context
|
||||
static const EGLint contextAttributeList[] =
|
||||
{
|
||||
EGL_CONTEXT_OPENGL_PROFILE_MASK_KHR, EGL_CONTEXT_OPENGL_CORE_PROFILE_BIT_KHR,
|
||||
EGL_CONTEXT_MAJOR_VERSION_KHR, 4,
|
||||
EGL_CONTEXT_MINOR_VERSION_KHR, 3,
|
||||
EGL_NONE
|
||||
};
|
||||
s_context = eglCreateContext(s_display, config, EGL_NO_CONTEXT, contextAttributeList);
|
||||
if (!s_context)
|
||||
{
|
||||
TRACE("Context creation failed! error: %d", eglGetError());
|
||||
goto _fail2;
|
||||
}
|
||||
|
||||
// Connect the context to the surface
|
||||
eglMakeCurrent(s_display, s_surface, s_surface, s_context);
|
||||
return true;
|
||||
|
||||
_fail2:
|
||||
eglDestroySurface(s_display, s_surface);
|
||||
s_surface = nullptr;
|
||||
_fail1:
|
||||
eglTerminate(s_display);
|
||||
s_display = nullptr;
|
||||
_fail0:
|
||||
return false;
|
||||
}
|
||||
|
||||
static void deinitEgl()
|
||||
{
|
||||
if (s_display)
|
||||
{
|
||||
eglMakeCurrent(s_display, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
|
||||
if (s_context)
|
||||
{
|
||||
eglDestroyContext(s_display, s_context);
|
||||
s_context = nullptr;
|
||||
}
|
||||
if (s_surface)
|
||||
{
|
||||
eglDestroySurface(s_display, s_surface);
|
||||
s_surface = nullptr;
|
||||
}
|
||||
eglTerminate(s_display);
|
||||
s_display = nullptr;
|
||||
}
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Main program
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
static void setMesaConfig()
|
||||
{
|
||||
// Uncomment below to disable error checking and save CPU time (useful for production):
|
||||
//setenv("MESA_NO_ERROR", "1", 1);
|
||||
|
||||
// Uncomment below to enable Mesa logging:
|
||||
//setenv("EGL_LOG_LEVEL", "debug", 1);
|
||||
//setenv("MESA_VERBOSE", "all", 1);
|
||||
//setenv("NOUVEAU_MESA_DEBUG", "1", 1);
|
||||
|
||||
// Uncomment below to enable shader debugging in Nouveau:
|
||||
//setenv("NV50_PROG_OPTIMIZE", "0", 1);
|
||||
//setenv("NV50_PROG_DEBUG", "1", 1);
|
||||
//setenv("NV50_PROG_CHIPSET", "0x120", 1);
|
||||
}
|
||||
|
||||
static const char* const vertexShaderSource = R"text(
|
||||
#version 320 es
|
||||
precision mediump float;
|
||||
|
||||
layout (location = 0) in vec3 inPos;
|
||||
layout (location = 1) in vec2 inTexCoord;
|
||||
layout (location = 2) in vec3 inNormal;
|
||||
|
||||
out vec2 vtxTexCoord;
|
||||
out vec4 vtxNormalQuat;
|
||||
out vec3 vtxView;
|
||||
|
||||
uniform mat4 mdlvMtx;
|
||||
uniform mat4 projMtx;
|
||||
|
||||
void main()
|
||||
{
|
||||
// Calculate position
|
||||
vec4 pos = mdlvMtx * vec4(inPos, 1.0);
|
||||
vtxView = -pos.xyz;
|
||||
gl_Position = projMtx * pos;
|
||||
|
||||
// Calculate normalquat
|
||||
vec3 normal = normalize(mat3(mdlvMtx) * inNormal);
|
||||
float z = (1.0 + normal.z) / 2.0;
|
||||
vtxNormalQuat = vec4(1.0, 0.0, 0.0, 0.0);
|
||||
if (z > 0.0)
|
||||
{
|
||||
vtxNormalQuat.z = sqrt(z);
|
||||
vtxNormalQuat.xy = normal.xy / (2.0 * vtxNormalQuat.z);
|
||||
}
|
||||
|
||||
// Calculate texcoord
|
||||
vtxTexCoord = inTexCoord;
|
||||
}
|
||||
)text";
|
||||
|
||||
static const char* const fragmentShaderSource = R"text(
|
||||
#version 320 es
|
||||
precision mediump float;
|
||||
|
||||
in vec2 vtxTexCoord;
|
||||
in vec4 vtxNormalQuat;
|
||||
in vec3 vtxView;
|
||||
|
||||
out vec4 fragColor;
|
||||
|
||||
uniform vec4 lightPos;
|
||||
uniform vec3 lightAmbient;
|
||||
uniform vec3 lightDiffuse;
|
||||
uniform vec4 lightSpecular; // w component is shininess
|
||||
|
||||
uniform sampler2D tex_diffuse;
|
||||
uniform sampler2D tex_specular;
|
||||
uniform sampler2D tex_ambOcc;
|
||||
uniform sampler2D tex_normal;
|
||||
uniform sampler2D tex_rough;
|
||||
|
||||
mat3 cotangent_frame( vec3 N, vec3 p, vec2 uv )
|
||||
{
|
||||
// get edge vectors of the pixel triangle
|
||||
vec3 dp1 = dFdx( p );
|
||||
vec3 dp2 = dFdy( p );
|
||||
vec2 duv1 = dFdx( uv );
|
||||
vec2 duv2 = dFdy( uv );
|
||||
|
||||
// solve the linear system
|
||||
vec3 dp2perp = cross( dp2, N );
|
||||
vec3 dp1perp = cross( N, dp1 );
|
||||
vec3 T = dp2perp * duv1.x + dp1perp * duv2.x;
|
||||
vec3 B = dp2perp * duv1.y + dp1perp * duv2.y;
|
||||
|
||||
// construct a scale-invariant frame
|
||||
float invmax = inversesqrt( max( dot(T,T), dot(B,B) ) );
|
||||
return mat3( T * invmax, B * invmax, N );
|
||||
}
|
||||
|
||||
vec3 perturb_normal( vec3 N, vec3 V, vec2 texcoord )
|
||||
{
|
||||
vec3 map = texture( tex_normal, texcoord ).xyz;
|
||||
|
||||
mat3 TBN = cotangent_frame( N, -V, texcoord );
|
||||
return normalize( TBN * map );
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 texDiffuseColor = texture(tex_diffuse, vtxTexCoord);
|
||||
vec4 texSpecularColor = texture(tex_specular, vtxTexCoord);
|
||||
vec4 texAmbientColor = texture(tex_ambOcc, vtxTexCoord);
|
||||
vec4 texRoughColor = texture(tex_rough, vtxTexCoord);
|
||||
|
||||
vec3 normal = normalize(vtxNormalQuat.xyz);
|
||||
vec3 lightVec = normalize(lightPos.xyz + vtxView);
|
||||
vec3 viewVec = normalize(vtxView);
|
||||
vec3 halfVec = normalize(viewVec + lightVec);
|
||||
|
||||
normal = perturb_normal(normal, lightVec, vtxTexCoord);
|
||||
|
||||
float diffuseFactor = max(dot(lightVec, normal), 0.0);
|
||||
float specularFactor = pow(max(dot(normal, halfVec), 0.0), lightSpecular.w);
|
||||
|
||||
vec3 finalAmbient = texAmbientColor.rgb * lightAmbient;
|
||||
vec3 finalSpecular = texSpecularColor.r * specularFactor* lightSpecular.xyz;
|
||||
vec3 finalDiffuse = texDiffuseColor.rgb * diffuseFactor * lightDiffuse.xyz;
|
||||
|
||||
vec3 fragLightColor = finalAmbient + finalDiffuse + finalSpecular;
|
||||
|
||||
fragLightColor *= ( vec3(1) - texRoughColor.xyz );
|
||||
|
||||
fragColor = vec4(fragLightColor, 1.0);
|
||||
}
|
||||
)text";
|
||||
|
||||
static GLuint createAndCompileShader(GLenum type, const char* source)
|
||||
{
|
||||
GLint success;
|
||||
GLchar msg[512];
|
||||
|
||||
GLuint handle = glCreateShader(type);
|
||||
if (!handle)
|
||||
{
|
||||
TRACE("%u: cannot create shader", type);
|
||||
return 0;
|
||||
}
|
||||
glShaderSource(handle, 1, &source, nullptr);
|
||||
glCompileShader(handle);
|
||||
glGetShaderiv(handle, GL_COMPILE_STATUS, &success);
|
||||
|
||||
if (success == GL_FALSE)
|
||||
{
|
||||
glGetShaderInfoLog(handle, sizeof(msg), nullptr, msg);
|
||||
TRACE("%u: %s\n", type, msg);
|
||||
glDeleteShader(handle);
|
||||
return 0;
|
||||
}
|
||||
|
||||
return handle;
|
||||
}
|
||||
|
||||
typedef struct
|
||||
{
|
||||
float position[3];
|
||||
float texcoord[2];
|
||||
float normal[3];
|
||||
} Vertex;
|
||||
|
||||
static GLuint s_program;
|
||||
static GLuint s_vao, s_vbo;
|
||||
|
||||
static GLint loc_mdlvMtx, loc_projMtx;
|
||||
static GLint loc_lightPos, loc_ambient, loc_diffuse, loc_specular;
|
||||
|
||||
|
||||
static GLuint s_tex_diffuse, s_tex_specular, s_tex_ambOcc, s_tex_normal, s_tex_rough;
|
||||
static GLint loc_tex_diffuse, loc_tex_specular, loc_tex_ambOcc, loc_tex_normal, loc_tex_rough;
|
||||
|
||||
static u64 s_startTicks;
|
||||
|
||||
void readPNG(const char* path, char** data, int* size)
|
||||
{
|
||||
FILE *fp = fopen ( path , "rb" );
|
||||
|
||||
fseek( fp , 0L , SEEK_END);
|
||||
*size = ftell( fp );
|
||||
rewind( fp );
|
||||
|
||||
*data = (char*)calloc( 1, *size+1 );
|
||||
fread( *data , *size, 1 , fp);
|
||||
|
||||
fclose(fp);
|
||||
}
|
||||
|
||||
Vertex* gunList;
|
||||
int gunNumVerts;
|
||||
|
||||
void readOBJ(const char* path)
|
||||
{
|
||||
FILE* f = fopen(path, "r");
|
||||
|
||||
float x[3];
|
||||
unsigned short y[9];
|
||||
|
||||
std::vector<float>verts;
|
||||
std::vector<float>uvs;
|
||||
std::vector<float>norms;
|
||||
std::vector<unsigned short>faces;
|
||||
|
||||
char line[100];
|
||||
while (fgets(line, sizeof(line), f))
|
||||
{
|
||||
if (sscanf(line, "v %f %f %f", &x[0], &x[1], &x[2]) == 3)
|
||||
{
|
||||
for(int i = 0; i < 3; i++)
|
||||
verts.push_back(x[i]);
|
||||
}
|
||||
|
||||
if (sscanf(line, "vt %f %f", &x[0], &x[1]) == 2)
|
||||
{
|
||||
for(int i = 0; i < 2; i++)
|
||||
uvs.push_back(x[i]);
|
||||
}
|
||||
|
||||
if (sscanf(line, "vn %f %f %f", &x[0], &x[1], &x[2]) == 3)
|
||||
{
|
||||
for(int i = 0; i < 3; i++)
|
||||
norms.push_back(x[i]);
|
||||
|
||||
}
|
||||
|
||||
if (sscanf(line, "f %hu/%hu/%hu %hu/%hu/%hu %hu/%hu/%hu", &y[0], &y[1], &y[2], &y[3], &y[4], &y[5], &y[6], &y[7], &y[8]) == 9)
|
||||
{
|
||||
for(int i = 0; i < 9; i++)
|
||||
faces.push_back(y[i]-1);
|
||||
}
|
||||
}
|
||||
|
||||
int numFaces = faces.size()/9;
|
||||
|
||||
gunNumVerts = numFaces*3;
|
||||
gunList = new Vertex[gunNumVerts];
|
||||
|
||||
for(int i = 0; i < (int)numFaces; i++)
|
||||
{
|
||||
for(int j = 0; j < 3; j++)
|
||||
{
|
||||
Vertex v;
|
||||
|
||||
for(int k = 0; k < 3; k++)
|
||||
v.position[k] = verts[ 3*faces[9*i+3*j+0] +k];
|
||||
|
||||
|
||||
v.texcoord[0] = uvs[ 2*faces[9*i+3*j+1] +0];
|
||||
v.texcoord[1] = 1-uvs[ 2*faces[9*i+3*j+1] +1];
|
||||
|
||||
for(int k = 0; k < 3; k++)
|
||||
v.normal[k] = norms[ 3*faces[9*i+3*j+2] +k];
|
||||
|
||||
gunList[3*i + j] = v;
|
||||
}
|
||||
}
|
||||
|
||||
fclose(f);
|
||||
|
||||
}
|
||||
|
||||
char* AmbOcc_png;
|
||||
int AmbOcc_png_size;
|
||||
|
||||
char* Diffuse_png;
|
||||
int Diffuse_png_size;
|
||||
|
||||
char* Normal_png;
|
||||
int Normal_png_size;
|
||||
|
||||
char* Rough_png;
|
||||
int Rough_png_size;
|
||||
|
||||
char* Specular_png;
|
||||
int Specular_png_size;
|
||||
|
||||
static void sceneInit()
|
||||
{
|
||||
consoleInit(NULL);
|
||||
romfsInit();
|
||||
|
||||
readPNG("romfs:/AmbOcc.png", &AmbOcc_png, &AmbOcc_png_size);
|
||||
readPNG("romfs:/Diffuse.png", &Diffuse_png, &Diffuse_png_size);
|
||||
readPNG("romfs:/Normal.png", &Normal_png, &Normal_png_size);
|
||||
readPNG("romfs:/Rough.png", &Rough_png, &Rough_png_size);
|
||||
readPNG("romfs:/Specular.png", &Specular_png, &Specular_png_size);
|
||||
|
||||
readOBJ("romfs:/gun.3Dobj");
|
||||
//readOBJ("romfs:/cube.3Dobj");
|
||||
|
||||
GLint vsh = createAndCompileShader(GL_VERTEX_SHADER, vertexShaderSource);
|
||||
GLint fsh = createAndCompileShader(GL_FRAGMENT_SHADER, fragmentShaderSource);
|
||||
|
||||
s_program = glCreateProgram();
|
||||
glAttachShader(s_program, vsh);
|
||||
glAttachShader(s_program, fsh);
|
||||
glLinkProgram(s_program);
|
||||
|
||||
GLint success;
|
||||
glGetProgramiv(s_program, GL_LINK_STATUS, &success);
|
||||
if (success == GL_FALSE)
|
||||
{
|
||||
char buf[512];
|
||||
glGetProgramInfoLog(s_program, sizeof(buf), nullptr, buf);
|
||||
TRACE("Link error: %s", buf);
|
||||
}
|
||||
glDeleteShader(vsh);
|
||||
glDeleteShader(fsh);
|
||||
|
||||
loc_mdlvMtx = glGetUniformLocation(s_program, "mdlvMtx");
|
||||
loc_projMtx = glGetUniformLocation(s_program, "projMtx");
|
||||
loc_lightPos = glGetUniformLocation(s_program, "lightPos");
|
||||
loc_ambient = glGetUniformLocation(s_program, "lightAmbient");
|
||||
loc_diffuse = glGetUniformLocation(s_program, "lightDiffuse");
|
||||
loc_specular = glGetUniformLocation(s_program, "lightSpecular");
|
||||
loc_tex_diffuse = glGetUniformLocation(s_program, "tex_diffuse");
|
||||
loc_tex_specular = glGetUniformLocation(s_program, "tex_specular");
|
||||
loc_tex_ambOcc = glGetUniformLocation(s_program, "tex_ambOcc");
|
||||
loc_tex_normal = glGetUniformLocation(s_program, "tex_normal");
|
||||
loc_tex_rough = glGetUniformLocation(s_program, "tex_rough");
|
||||
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glDepthFunc(GL_LESS);
|
||||
|
||||
glGenVertexArrays(1, &s_vao);
|
||||
glGenBuffers(1, &s_vbo);
|
||||
// bind the Vertex Array Object first, then bind and set vertex buffer(s), and then configure vertex attributes(s).
|
||||
glBindVertexArray(s_vao);
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, s_vbo);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(Vertex)*gunNumVerts, gunList, GL_STATIC_DRAW);
|
||||
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, position));
|
||||
glEnableVertexAttribArray(0);
|
||||
|
||||
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, texcoord));
|
||||
glEnableVertexAttribArray(1);
|
||||
|
||||
glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, normal));
|
||||
glEnableVertexAttribArray(2);
|
||||
|
||||
// note that this is allowed, the call to glVertexAttribPointer registered VBO as the vertex attribute's bound vertex buffer object so afterwards we can safely unbind
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
|
||||
// You can unbind the VAO afterwards so other VAO calls won't accidentally modify this VAO, but this rarely happens. Modifying other
|
||||
// VAOs requires a call to glBindVertexArray anyways so we generally don't unbind VAOs (nor VBOs) when it's not directly necessary.
|
||||
glBindVertexArray(0);
|
||||
|
||||
int width, height, nchan;
|
||||
stbi_uc* img;
|
||||
|
||||
// Textures
|
||||
glGenTextures(1, &s_tex_diffuse);
|
||||
glActiveTexture(GL_TEXTURE0); // activate the texture unit first before binding texture
|
||||
glBindTexture(GL_TEXTURE_2D, s_tex_diffuse);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
img = stbi_load_from_memory((const stbi_uc*)Diffuse_png, Diffuse_png_size, &width, &height, &nchan, 4);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, img);
|
||||
stbi_image_free(img);
|
||||
|
||||
// Textures
|
||||
glGenTextures(1, &s_tex_specular);
|
||||
glActiveTexture(GL_TEXTURE1); // activate the texture unit first before binding texture
|
||||
glBindTexture(GL_TEXTURE_2D, s_tex_specular);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
img = stbi_load_from_memory((const stbi_uc*)Specular_png, Specular_png_size, &width, &height, &nchan, 4);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, img);
|
||||
stbi_image_free(img);
|
||||
|
||||
// Textures
|
||||
glGenTextures(1, &s_tex_ambOcc);
|
||||
glActiveTexture(GL_TEXTURE2); // activate the texture unit first before binding texture
|
||||
glBindTexture(GL_TEXTURE_2D, s_tex_ambOcc);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
img = stbi_load_from_memory((const stbi_uc*)AmbOcc_png, AmbOcc_png_size, &width, &height, &nchan, 4);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, img);
|
||||
stbi_image_free(img);
|
||||
|
||||
// Textures
|
||||
glGenTextures(1, &s_tex_normal);
|
||||
glActiveTexture(GL_TEXTURE3); // activate the texture unit first before binding texture
|
||||
glBindTexture(GL_TEXTURE_2D, s_tex_normal);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
img = stbi_load_from_memory((const stbi_uc*)Normal_png, Normal_png_size, &width, &height, &nchan, 4);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, img);
|
||||
stbi_image_free(img);
|
||||
|
||||
// Textures
|
||||
glGenTextures(1, &s_tex_rough);
|
||||
glActiveTexture(GL_TEXTURE4); // activate the texture unit first before binding texture
|
||||
glBindTexture(GL_TEXTURE_2D, s_tex_rough);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
img = stbi_load_from_memory((const stbi_uc*)Rough_png, Rough_png_size, &width, &height, &nchan, 4);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, img);
|
||||
stbi_image_free(img);
|
||||
|
||||
// Uniforms
|
||||
glUseProgram(s_program);
|
||||
auto projMtx = glm::perspective(40.0f*TAU/360.0f, 1280.0f/720.0f, 0.01f, 1000.0f);
|
||||
glUniformMatrix4fv(loc_projMtx, 1, GL_FALSE, glm::value_ptr(projMtx));
|
||||
glUniform4f(loc_lightPos, 0.0f, 0.0f, 0.5f, 1.0f);
|
||||
glUniform3f(loc_ambient, 0.5f, 0.5f, 0.5f);
|
||||
glUniform3f(loc_diffuse, 0.2f, 0.2f, 1.0f);
|
||||
glUniform4f(loc_specular, 0.3f, 0.3f, 0.3f, 16.0f);
|
||||
glUniform1i(loc_tex_diffuse, 0); // GL_TEXTURE0make
|
||||
glUniform1i(loc_tex_specular, 1); // GL_TEXTURE1
|
||||
glUniform1i(loc_tex_ambOcc, 2);
|
||||
glUniform1i(loc_tex_normal, 3);
|
||||
glUniform1i(loc_tex_rough, 4);
|
||||
s_startTicks = armGetSystemTick();
|
||||
}
|
||||
|
||||
static float getTime()
|
||||
{
|
||||
u64 elapsed = armGetSystemTick() - s_startTicks;
|
||||
return (elapsed * 625 / 12) / 1000000000.0;
|
||||
}
|
||||
|
||||
static void sceneUpdate()
|
||||
{
|
||||
glm::mat4 mdlvMtx{1.0};
|
||||
|
||||
mdlvMtx = glm::translate(mdlvMtx, glm::vec3{0.0f, 0.0f, -2.0f});
|
||||
|
||||
//mdlvMtx = glm::rotate(mdlvMtx, getTime() * TAU * 0.00234375f, glm::vec3{1.0f, 0.0f, 0.0f});
|
||||
mdlvMtx = glm::rotate(mdlvMtx, getTime() * TAU * 0.00234375f / 2.0f, glm::vec3{0.0f, 1.0f, 0.0f});
|
||||
glUniformMatrix4fv(loc_mdlvMtx, 1, GL_FALSE, glm::value_ptr(mdlvMtx));
|
||||
}
|
||||
|
||||
static void sceneRender()
|
||||
{
|
||||
glClearColor(0x68/255.0f, 0xB0/255.0f, 0xD8/255.0f, 1.0f);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
// draw our textured cube
|
||||
glBindVertexArray(s_vao); // seeing as we only have a single VAO there's no need to bind it every time, but we'll do so to keep things a bit more organized
|
||||
|
||||
glDrawArrays(GL_TRIANGLES, 0, gunNumVerts);
|
||||
}
|
||||
|
||||
static void sceneExit()
|
||||
{
|
||||
glDeleteTextures(1, &s_tex_diffuse);
|
||||
glDeleteTextures(1, &s_tex_specular);
|
||||
glDeleteTextures(1, &s_tex_ambOcc);
|
||||
glDeleteTextures(1, &s_tex_normal);
|
||||
glDeleteTextures(1, &s_tex_rough);
|
||||
glDeleteBuffers(1, &s_vbo);
|
||||
glDeleteVertexArrays(1, &s_vao);
|
||||
glDeleteProgram(s_program);
|
||||
}
|
||||
|
||||
int main(int argc, char* argv[])
|
||||
{
|
||||
// Set mesa configuration (useful for debugging)
|
||||
setMesaConfig();
|
||||
|
||||
// Initialize EGL on the default window
|
||||
if (!initEgl(nwindowGetDefault()))
|
||||
return EXIT_FAILURE;
|
||||
|
||||
// Load OpenGL routines using glad
|
||||
gladLoadGL();
|
||||
|
||||
// Initialize our scene
|
||||
sceneInit();
|
||||
|
||||
// Main graphics loop
|
||||
while (appletMainLoop())
|
||||
{
|
||||
// Get and process input
|
||||
hidScanInput();
|
||||
u32 kDown = hidKeysDown(CONTROLLER_P1_AUTO);
|
||||
if (kDown & KEY_PLUS)
|
||||
break;
|
||||
|
||||
// Update our scene
|
||||
sceneUpdate();
|
||||
|
||||
// Render stuff!
|
||||
sceneRender();
|
||||
eglSwapBuffers(s_display, s_surface);
|
||||
}
|
||||
|
||||
// Deinitialize our scene
|
||||
sceneExit();
|
||||
|
||||
// Deinitialize EGL
|
||||
deinitEgl();
|
||||
return EXIT_SUCCESS;
|
||||
}
|
3
graphics/opengl/PBR_Model_Loader/source/stb_image.cpp
Normal file
3
graphics/opengl/PBR_Model_Loader/source/stb_image.cpp
Normal file
@ -0,0 +1,3 @@
|
||||
#define STBI_ONLY_PNG
|
||||
#define STB_IMAGE_IMPLEMENTATION
|
||||
#include "stb_image.h"
|
7462
graphics/opengl/PBR_Model_Loader/source/stb_image.h
Normal file
7462
graphics/opengl/PBR_Model_Loader/source/stb_image.h
Normal file
File diff suppressed because it is too large
Load Diff
Loading…
Reference in New Issue
Block a user